Arcanum Class Pack v2.3

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antheridium
Wayist
Posts: 16
Joined: Wed Apr 10, 2019 1:27 am

Re: Arcanum Class Pack v2.3

#751 Post by antheridium »

I encountered an error while casting Staff Nova as an Alchemist.

This only happens when the staff's element is set to Arcane. (This may be why I've never noticed it despite using Staff Nova constantly throughout the game.)

This happens even if Arcanum is the only addon installed.

Code: Select all

[LOG]	
[LOG]	Melchior casts #{bold}##PURPLE#Staff Nova.#{normal}##LAST#
[ATTACK] to 	golem (servant of Melchior)	dam/apr/atk/mult ::	83.248227956401	2	51	1.6401754250991	vs. armor/def	17.777011280365	3
[ATTACK] after melee attack bonus hooks & callbacks::	83.248227956401	2	51	1.6401754250991	vs. armor/def	17.777011280365	3
checkHit	51	vs	3	=> chance to hit	100
[ATTACK] HIT:: damrange	1.2	==> dam/apr::	95	2	vs. armor/hardiness	17.777011280365	0.92952380952381
[ATTACK] after armor	79.222988719635
[PHYS CRIT %]	11.126037335568
[ATTACK] after crit	79.222988719635
[ATTACK] after mult	129.93959920085
[PROJECTOR] starting dam	PHYSICAL	129.93959920085
[PROJECTOR] after difficulty dam	129.93959920085
[PROJECTOR] res	15	0.85	 on dam	129.93959920085
[PROJECTOR] after resists dam	110.44865932072
[PROJECTOR] after flat damage armor	110.44865932072
[PROJECTOR] final dam after static checks	110.44865932072
[PROJECTOR] final dam after hooks and callbacks	110.44865932072
[ATTACK] staff accuracy bonus	51	3	=	1.96
[SPELL CRIT %]	29
[LOG]	#{bold}#Melchior's spell attains critical power!#{normal}#
##Use Talent Lua Error##	T_HP_STAFF_NOVA	Actor:	2411	Melchior


ERROR:
Game version: tome-1.6.7
Addons: arcanum-1.6.7[X]

Game version (character creation): tome-1.6.7
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data-arcanum/talents/spells/alter-spells.lua:1040: attempt to index global 'spot' (a nil value)
stack traceback:
	/data-arcanum/talents/spells/alter-spells.lua:1040: in function </data-arcanum/talents/spells/alter-spells.lua:966>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:329 useTalent
  At /engine/interface/PlayerHotkeys.lua:170 
  At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
  At /mod/class/Game.lua:2479 f
  At /mod/class/Game.lua:2000 fct
  At /engine/interface/PlayerHotkeys.lua:317 
  At /engine/KeyBind.lua:231 


HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#752 Post by HousePet »

I'll admit that I did not test all 12 colours.
This bug only affects Arcane, and the unlikely event that a Staff Element is not identified.
My feedback meter decays into coding. Give me feedback and I make mods.

xyzzy99
Wayist
Posts: 29
Joined: Wed Jan 01, 2014 12:55 pm

Re: Arcanum Class Pack v2.3

#753 Post by xyzzy99 »

Electric element had the range 10 I used, I think. I can't load up any of my old enchanters to check, the talent is missing from their toolbars and doesn't show up in the M list.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#754 Post by HousePet »

Ah so it did. I got mixed up by the subtle x2 I put in the code for the beam shaped ones.
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Arcanum Class Pack v2.3

#755 Post by Thexare »

When I attempted to use the fourth ability in Restoration, Purify I think it's called, this happened:

Code: Select all

Game version (character creation): tome-1.6.7
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data-arcanum/talents/spells/restoration.lua:156: attempt to get length of global 'effs' (a nil value)
stack traceback:
	/data-arcanum/talents/spells/restoration.lua:156: in function </data-arcanum/talents/spells/restoration.lua:131>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:329 useTalent
  At /engine/interface/PlayerHotkeys.lua:170 
  At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
  At /engine/HotkeysIconsDisplay.lua:384 super_onMouse
  At ...addons/zomnibus/superload/engine/HotkeysIconsDisplay.lua:50 onMouse
  At /mod/class/uiset/Minimalist.lua:1808 fct
  At /engine/Mouse.lua:71 
Not sure if it's Arcanum or zOmnibus since both are cited in the log.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#756 Post by HousePet »

Well its likely to be Arcanum, not zOmnibus.
However, I'm not sure how this situation could have happened.
What were the circumstances when you used it?
Did you use it with no enemies in range?
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Arcanum Class Pack v2.3

#757 Post by Thexare »

Several enemies in range actually, assuming the range is more than 1 panel, in Gorbat Pride. One was a rare I'm pretty sure, but it might not've been an arcane one.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#758 Post by HousePet »

Well I'm guessing I somehow forgot to test it. (Possibly I forgot to enable the category on a class for testing?)

I've found two errors. One involves Lua actually using scope for a change. The other was simply cosmetic.

I'll upload a fix soon.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#759 Post by HousePet »

Updated:

Staff Nova and Purify should no longer break.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Arcanum Class Pack v2.3

#760 Post by astralInferno »

Image

(this is meant as a "you're appreciated" and not a "hurry up", life is hard and coding is harder)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#761 Post by HousePet »

Haven't had a chance to try running it properly yet. (Having not fun withdrawal symptoms again.)
Is there anything in particular that is breaking? It appears I have a ton of removeEffect lines to rewrite, but I can skip those for the moment if there is something critically exploding.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Arcanum Class Pack v2.3

#762 Post by astralInferno »

...wow. I'd heard they werent working and had just turned all my addons off until they were confirmed. I should really have just tried them and seen what went wrong.

From very preliminary testing, things seem to work both here, Midnight, and Verdant. Found two minor things to address.
-Made a Star Elf Werebeast. When I finished the lumberjack area, it placed me on top of the gates of morning with no quests. I dont think lacking quests will actually break the main plot, but... it might somewhere? I don't know. I still managed to portal to the west with Zoisla, at least.
-Arcanists get the Nightfall tree; the last talent thereof now uses Souls. This makes it unusable for them rn, I think.

I'll keep you posted if anything explodes from having these three turned on.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#763 Post by HousePet »

I do usually have people telling me that updating the version number is critical for some reason, but in my experience it doesn't seem to matter.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2.3

#764 Post by HousePet »

Given it a little polish and pushed out an update.
I will need to adjust Arcanist another time. This will likely mean a new category to replace Nighfall and another revision for Illusion.

Notes:
Fixed a typo in Force's Aegis talent.
Updated the hook that removes the Channel Staff option from Alchemist Escort Rewards.
All removeEffect() replaced with dispel().
Shockwave Bomb damage buffed, as it annoys me that it is weaker than Throw Bomb.
Spellblaze tweaked, but it is misbehaving.
Various minor description tweaks.
My feedback meter decays into coding. Give me feedback and I make mods.

darthsawyer
Yeek
Posts: 12
Joined: Wed Feb 01, 2017 9:40 pm

Re: Arcanum Class Pack v2.3

#765 Post by darthsawyer »

I last played an enchanter in 1.4/1.5?, and started playing with the new one today. Some thoughts:

Without using cat points, an enchanter can only enchant a weapon, a suit of armor, and a shield. You need 3 cat points to unlock all the enchanting, with Arcane Enchantments, Advanced Martial Enchantments, and Stone Alchemy. I feel like a class named "enchanter" should be able to enchant more than 3 things without using a cat point. Having Stone Alchemy unlocked by default would be better. Both Arcane Enchantments and Advanced Martial Enchantments are level 10 trees so you couldn't really have either of those unlocked by default, but only having to spend 2 cat points rather than 3 would be much better. It would allow you to play a race other than Cornac at least.

Staff nova is much worse now. I miss having a range 10 beam based on staff damage. The arcane silence beam was my favorite.

The best way to fix the weird overlap between the vanilla staff combat and your staff combat is probably to just eliminate the overlap entirely and give the vanilla staff combat tree to Enchanter unlocked by default. Then it would already have Staff Channel, Staff Mastery, Defensive Posture, and Blunt Thrust.
You could make a tree called "Staff Expertise" with talents that enhance the effect of the Staff Combat tree, for example:
Talent 1 - Staff Nova
same as the currently existing Staff Nova

Talent 2 - Staff Compression
passive
Adds the shockwave effect from your blunt thrust to the vanilla blunt thrust, and increases spell save with the same scaling as your defensive posture adds.
You can wield all staves in one hand now. Staves with the "short" ego get their accuracy doubled.

Talent 3 - Staff Beam
Projects a range 10 beam like Staff Nova used to. If you thought the range 10 beam was too powerful with the extra effect, then I'd be happy to have this without any element specific effects.

Talent 4 - Staff Subversion
passive
Adds x% damage penetration to the element your staff is currently attuned to
All Staff talents gain 1,1,2,2,3 cast range (max of 10)

Typo: Force Shield has two weird empty boxes in its description text, right before "The total damage"

I like Force Shield and absolutely love Rebound (especially with projectile slow gear) but I dislike the Shielding and Aegis overlap with the vanilla Aegis tree. I don't have any particularly good ideas about fixing the overlap here. Maybe add Aegis as a locked tree if you think the enchanter needs more shielding than the Force Shield talent provides, and replace the last two talents of Force with something new. The third talent could be a passive or sustained talent that adds Projectile Slow and Crit Shrug, thanks to encasing yourself in a layer of force, slowing down anything speeding towards you. The fourth talent could add a vampiric shield effect, where a percentage of the damage you deal is added to your shield. Maybe only damage you deal to other shields, the increase in shield originating from you using planes of force to slice away bits of enemy shielding and weave it into your own.

I have never liked Lesser Runes. Getting 5 different skills from the same talent fills up your skill bar obnoxiously fast (I use 4 rows 12 talents long, but I prefer to have my main stuff in the first row). I don't see any way to fix or improve this unfortunately. I only ever put a single point into Lesser Rune, solely so I can 5/5 Perfect Step.


Hopefully you find my feedback useful, even if you don't implement any of my suggested changes. Thanks for the hard work making such an excellent addon!

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